Growing Cities by Igor KinGamer 2018-08-17T22:02:54Z
Pretty fun little game, simple but effective!
Foon → Ludum Dare Explorer → Users → DodoIta
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 54 | Limited Space | π₯ | Desktop Madness | jam | 143 | 4.04 | 3.93 | 3.79 | 4.50 | 4.18 | 4.08 | 4.04 | |
| 2018 | 42 | Running out of space | π₯ | Demonic Digestion | jam | 121 | 3.90 | 3.76 | 3.24 | 3.43 | 4.38 | 4.02 | 2.68 | 3.88 |
| 2018 | 41 | Combine 2 Incompatible Genres | π₯ | Feed Me | jam | 220 | 3.82 | 3.34 | 3.30 | 3.50 | 4.35 | 3.82 | 2.68 | 4.23 |
Pretty fun little game, simple but effective!
I'm so bad at this game! Personally I just didn't like the controls but the idea is really interesting, the audio is very good and the game looks well polished. It's also nice to see people using the Godot Engine. :thumbsup:
I'm not sure you can call it a game, but it's surely well screenplayed xD
It was quite fun, maybe the pattern coul've been more varying, but man the song was groovy!
I'm not fond of this kind of game but I had a few minutes of fun. Consistent style, really good audio, good game feel, maybe a bit too much screenshake :D and, of course, quite hard. I never got past 51%. Overall, really good work for a Compo. Also, if you wanna play the game of a fellow godoter, feel free to check mine. That's top notch marketing right there...
Nice idea the attacking mechanic, although the game is too easy and it feels like not much skill is involved in the battle. Tecnically I'm really impressed by how you absolutely nailed the FF7 feel: the style, weapons, animations and attacks are sooo similar to the original. I swear the evil(?) lady moves exactly like Sephiroth!
What about the source code?
@simogecko whoops, my bad. :sweat_smile:
Interesting concept and well executed, the gameplay works fine and it gives credits to the level design. Also, the scoreboard is a clever addition. The major con for me were the controls, I found them too hard to deal with, especially with harder difficulties. Neat entry.
Even though it doesn't involve the player much, I really enjoyed it! It was a lot of fun! I like your idea :]
I'm really impressed by the depth and the polish of this game; there's even a tutorial! And the idea, which is not a secondary thing, is really good. It works well and it has humor, awesome entry! May I ask you guys how many years of experience have?
Really nice game. I found it fun and a bit difficult. Nice graphics, good song, good humor (I smiled at the PlayCock magazine :stuck_out_tongue: ). A small note: I didn't find any difference in holding the a button instead of just pressing it. Aside from that, nice entry!
Wow, it was really immersive and I felt like I cared about Daniel and the people who influenced his life. It's such a shame I could save only 4 memories, I would've kept them all! Big credits to the writing and the music, the style is on point too. Really good job guys!
Cool game, not an innovative idea but very well executed. Graphics are good alongside sound and animations, which help the game feel nice to play. Personally I would've liked the chance to shoot in all directions, but I'm sure you had your reasons not to allow that. :]
Cool idea and well implemented. Clever level design and good audio. I personally think that maybe a gamepad would've been better as input device, but aside from that it's a reeeally good entry.
Good graphics, audio is fine but the lack of music is noticeable in the long term. Aside from the music, the gameplay is really well balanced and i like the core idea a lot. Also level desing and enemy patterns were on point, so good job overall!
Guys, this is a gem. By far the most innovative I've played, it's fun and it has really good music. It also represents perfectly the 72 hours of a Ludum Dare :laughing: Awesome awesome job!
What I liked: - Core Idea - Art Style and visuals in general - Pizza
What I didn't like: - For the whole playtime I felt like there was not much skill involved, I'd just run around holding space and firing bullets. It looks like you didn't have time to refine the gameplay. - I would've loved at least a score label :D
I won't say anything about the sound because it's a compo and it's hard to do everything in 48 hours, so.. yeah.. here are my thoughts :]
Nice mood and setting, I like the reasons behind it. Nice style and good audio, controls are well made. The bad thing is I got bored too quickly, it doesn't feel much rewarding. Good entry overall :)
Definitely the most fun entry I've played so far, I loved everything! I can't think of any cons except for son QoL improvements when deploying an object. Awesome game!
Neat game, very polished. Cool animations, good graphics and smooth gameplay. To me the biggest con was the sfx (except for the thunder one) being way too quiet. Pretty good overall!
@demn thanks a lot, that's a great compliment :')
@my-sweet-whomp @djeycreations I absolutely agree with what you say but the thing is that the rules are pretty vague and they say that "Certain Bug Fixes are allowed. You canβt add new features". Now I'm not gonna dive in what is considered a new feature and what not because it's not explained, but it says that bugfixes are allowed. So what we did was... bug fixing! Also, I've seen on Twitter (which I think it's not the best way to let every participant know) that the sumbission hour became the "sumbission day".
Don't get me wrong, we didn't try to exploit the competition, we love gamedev and we enjoy Ludum Dare and cheating would be disrespectful to other devs: we'd never do that on purpose. We did what we did because we think it's allowed, also because we saw in the previous LD a lot of blog posts of people announcing patches and guessed it was alright to do that.
We'll try to push for improving the rules page to be more verbose and understandable for the next LD. I hope we made our point, thanks for the feedback and feel free to reply :smiley:
@kokonaught yes, the giant skeleton is bugged unfortunately.
@eclahn thanks for the comment, you got the feeling right :D we're aware that it's easy to get a lot of points, we wanted it to be like that because the game hasn't got a save system. I agree with the boss being too easy, we didn't have enough time to test it and balance the game.
@djeycreations Don't worry, we value criticism and we appreciate you sharing your opinion politely :slight_smile: We'll try to be clearer next time!
@shozou Thank you for playing it! I couldn't watch the stream live because I went cooking :sweat_smile: but I enjoyed watching you playing other games. I agree with your critics, we actually planned to do those things but we didn't make it in time; the skeleton is bugged unfortunately, that's another bug due to the final rush. Thank you a lot for the feedback!
@kiirohanabi Thank you a lot, I'm very pleased you liked it!
@shell-pirate thank you! We wanted the movement to be that way to make it hard to break for the player to force him/her to plan his/her actions carefully. As for the head rotation, we just didn't make it in time :(
@raccoon-js Our artist is on vacation so she can't reply, I'm not sure if they are since I think they also belong to japanese mithology, which heavily influenced the style. We did watch the movie months ago though :smiley:
@markopolodev thank you for sharing this. I've got no clue at the moment, I'll try to look into that when I have the time, on Arch Linux it works fine for me.
@markopolodev It looks like it's a problem with the 32 bit version of that library, not with Godot itself. I found an issue which maybe fits your case. https://github.com/godotengine/godot/issues/3129
@vekstr Not yet, we might deploy that in the following days :wink:
@cliffracerx thank you for the feedback! Katanas hurt the big skeleton and (should) protect you from skulls. Regarding the theme, being a bullet hell it's easy to get the correlation with space. But it did not translate well into the game because there are not enough skulls in the screen, making it not as crowded (and difficult) as we wanted it to be at the beginning. This is due to a bug that affect skulls, which sometimes bounce off the screen. Fortunately, the game looked still playable and submitted it just in time. At this point I'll probably fix these issues and post a different version of the game. :smiley:
Nice concept! I like how you wrote stuff in some places saying you we're late for the sumbission, that was clever and funny. It's a pity there were no more levels, but hey... you made it in time! :D
The gameplay works well, it seems balanced, it just should be way faster imo because there's too much time where you don't know what to do and might get bored. I had quite fun though.
One important thing, I don't know if it's me but after I earned my first 20 clouts i couldn't play any more games. It would let me buy them but the play button would be grey and unclickable. This lasted in my second run too.
Interesting idea, but it has a big problem: the cupcakes are way easier to play :(
I must admit when I saw the startscreen I thought "man, I'm not gonna like this". Instead, it's a really interesting game! I like the gameplay mechanics, I like the idea and the humor (the blue screen never gets old :laughing: ). The major issue for me is that I didn't like the graphics enough, but I must say that they got the old windows theme perfectly, so good job for that. Solid entry guys, you deserve more visibility.
The core idea is really clever! It makes for a fun gameplay with the right level design. What about making it time-based to encourage doing a fast lap? I'd dig that! Anyways, good job!
Honestly can't think of any negatives, if not for the drag and drop being a bit funky sometimes. Otherwise gameplay is fun, level design is very clever (I got to level 10), graphics and audio are top notch. Really good entry.
Ambitious project with a good atmosphere. A bit too short maybe, but it was fun.
I got YEETed a lot π₯²
Nice gameplay, it's well balanced and it feels really polished. Sometimes the dash or jumping don't work, but it's not a big deal. Oh, props for the graphics, too!
I like how you mixed the roguelike genre with some kind of management/strategy part. Pretty cool and it has a measurable impact on the gameplay. I also appreciated the depth of the game: multiple weapons, upgrades and enemies extend its longevity. A downside for me was the excessive grinding: I feel like it takes too much time and effort to make money, since I couldn't even afford the third weapons without heavily sacrificing the space. It's not a big deal, but personally I'd have gone with an easier "grinding curve", considering the average playtime for a jam game. Overall, I genuinely had fun and I think the concept has potential! Kudos to the team!
Definitely a unique idea, but the game seems quite buggy. For me, it kept crashing around 170k.
Cool idea and really well implemented. I liked a lot the graphics and enjoyed the bosses in particular. It's a shame it doesn't have sound (apart from the menu music), but still, good job!
I'd love to try it, but I can't unpack it neither from Linux nor from Windows. Could you add a zip archive? π¬
@JeffChen Thank you for uploading a zip. I think the gameplay is cool and fun, the animations and the graphics look good and the overall feeling is very satisfing. The flaws imho are the rakcet hitbox (which I personally did not find consistent, but that may be subjective) and the lack of music. But overall really good game, impressive considering it was made in a compo!
It's so much fun to play with another player! Good gameplay balance overall, it works perfectly in almost every situation. It's just a pity that to avoid enemy bullets you can't... duck. I'll leave now...
I just loved everything, best entry I've played so far! You should keep developing it!